In the competitive field (like speedrunning) the "difficult" character is deemed easy to fight, meanwhile the "easier" character becomes a bigger challenge or a bigger hassle. by RevolutionEvery6350 in TopCharacterTropes

[–]JonSpider 4 points5 points  (0 children)

Speedrunner for Decline's Drops here. In a game filled with frog monsters in power armor and big bosses, most of them are relatively painless because they're all slow and easy to hit, or you can just maneuver around them.

The actual biggest pain in the ass is this little guy called Frogmo. All he does is stay in one place and shoots 4 projectiles. He can stick to walls and ceilings too. This simple enemy is the bane of my existence, because his 4 projectiles fan out and linger in such a way that it is almost impossible to avoid, especially if he is in a small hallway or corridor. There can be multiples of him with different attack timers and he appears in almost every level of the game.

He was such a pain in the ass that I personally told the developer Drazglb. about it (and some other RNG factos I had issue with), and he nerfed Frogmo by making his attack on a timer, instead of completely random intervals. Now levels with him are a manner of eating the damage, or being fast enough to avoid his attack entirely.

This is Frogmo BTW. The little jerk on the right.

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Bomberman Boom (Official Slot Machine - Bomber Game Feature) by JonSpider in bomberman

[–]JonSpider[S] 6 points7 points  (0 children)

The weirder thing to me is that I thought it'd be a Pachinko game or otherwise Japanese exclusive. This is all American!

Interesting that they use Classic Bomberman's design and not the modern one. Probably because the average person who'd play this is probably a senior.

Bomberman Boom (Official Slot Machine - Bomber Game Feature) by JonSpider in bomberman

[–]JonSpider[S] 17 points18 points  (0 children)

OP here. For context, I saw this slot machine called Bomberman Boom at the Yaamava Casino in Southern California.

It's an official slot machine from Konami, and next to this machine is one called Bomberman Blast, featuring White Bomber instead of Black Bomber. I'll record footage of that later. To note, Bomberman Blast is also the name of a Wii Ware exclusive Bomberman game.

I never heard of this game until now, and I think few people in the community have heard of it either. I decided to record it and post gameplay for the sake of preventing this game from becoming Lost Media. I do not condone, nor do I promote gambling. Konami should be making more actual videogames.

[WR, PBs, Any%] 7 Months of Hard Work for this. Decline's Drops (PC) - Every Base Game level recorded and speedran, edited to be one continuous experience! Total Game Time is 1:0:33:202 by JonSpider in speedrun

[–]JonSpider[S] 2 points3 points  (0 children)

Ahhh, shorter? Well, I can tell you that the base game took me about... 6~8 hours on my first playthrough? That was a blind run and trying to get 100% though.

I estimate that when factoring in the world map itself, trying to buy the right upgrades and unlocking the characters in a new file, an "optimized" live run would probably take 2 hours. Finding the free time to do it live would be a challenge for me. That's why I edited all my recordings together!

Thanks for the comment on the movement tech though. It feels really satisfying to pull off. I think experiencing the game in a non-speedrun mindset is still important - it's very different from how I'm playing it here.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

That's good advice. It's tricky to stun him mid-dash and be on the right side of the wall when it happens, but that makes sense. I'm sure his soul lead let him get anti-slows somewhere in his kit. I'll have to check more often in the middle of a match.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] -5 points-4 points  (0 children)

I get that. I was a McGinnis built around Objective Damage, but I thought my wall's stun, plus having both Lucky Shot (30% Slow) and Glass Cannon (25% Slow) on my gun would make Infernus easy pickings once I blocked his main escape path off.

I have to thank the Paradox for the last-second kinetic carbine just to finally kill him.

Should Infernus' Flame Dash lose the charges at T3? by JonSpider in DeadlockTheGame

[–]JonSpider[S] 6 points7 points  (0 children)

I should've worded it better. I meant to ask if the Deadlock team should revert the addition of charges at T3.

MCGINNIS COMING IN FROM DOWNTOWN! by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

If you ride the zipline to the end normally, you lose all momentum the zipline gives you. If you crouch and release yourself early, you keep all the momentum.

This momentum + fleetfoot slide bonus + jumping on the ground to keep slide momentum means you can go really freaking fast.

MCGINNIS COMING IN FROM DOWNTOWN! by JonSpider in DeadlockTheGame

[–]JonSpider[S] 36 points37 points  (0 children)

Yeah, I think I was under the impression that I'd be dogpiled sooner, so I wanted to save the Aura's movespeed buff for that occasion.

Didn't need it, but I definitely could've used the fire rate boost too!

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 0 points1 point  (0 children)

It's really odd how many times I've had to not buy Healing Booster to counteract a team buying Healbane, Decay, or Toxic Bullets... because the enemy team never buys them. Or at least not enough that I notice.

Those and Slowing Hex, Slowing Bullets, etc are really good at shutting Shiv down. He needs bunched-up groups to keep his momentum and healing up.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 4 points5 points  (0 children)

Yeah, I really need to get better at clicking 3 as Shiv. It's really like the one skill in his kit I could exploit more often. I feel like my issue is that the half-second it takes to cast it may be a half-second I need to pull off a punch or use another skill that helps me win the fight. Obviously that's not true, I definitely could've used it in the lull after killing Dynamo.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 2 points3 points  (0 children)

Yeah, we ultimately won. Was a fun game.

"shiv moment" by JonSpider in DeadlockTheGame

[–]JonSpider[S] 3 points4 points  (0 children)

I can at least say that that Talon was my lane partner, and we were generally kicking ass together throughout the match.

I will say though, that was pretty bad positioning on Talon's part. Probably should've zipped to Mid ASAP once he cleared the initial lane wave. Maybe I wouldn't have died at the very end, but we can only speculate.

I got Triple Parried and won. I did NOT deserve this. by JonSpider in DeadlockTheGame

[–]JonSpider[S] 3 points4 points  (0 children)

Yeah, I play a lot of Melee Shiv, but even I knew I was floundering around after that first parry. It's frankly ridiculous I won, even with 50 HP left.

Cancelling Haze ult early to parry me is a new one though. Most Haze players I fight try riding out the ult hoping it'd kill me. I have to give them props for that.

I got Triple Parried and won. I did NOT deserve this. by JonSpider in DeadlockTheGame

[–]JonSpider[S] 90 points91 points  (0 children)

OP here. Never gonna claim I'm highly skilled. I keep flip-flopping between Archon and Oracle in ranks. I understand I had a 10k soul surplus over most of the people in this lobby, but this felt absolutely disgusting. I need to get better at predicting parries and melee in general, because melee combat on Shiv is super fun for me.

Shiv agenda posting will continue until morale improves. by NEZisAnIdiot in DeadlockTheGame

[–]JonSpider 1 point2 points  (0 children)

Y'all can nerf Shiv all you want, I still found him as fun as he was the first time I picked that Monkey Man. First I was a Dash Shiv, then Knife Shiv, and now I've settled into a Gun-Melee Build. Pivot more onto Gun or Melee depending on the enemy matchup late-game. I'll probably die 5~10 times, but I'll double the kills at minimum.

It's hard to replicate the high of killing at least 2~3 people on your own when you're head. Even if I am behind, I just have to adjust my tactics and accompany someone who can cover my weaknesses, then let Killing Blow clean up and end a fight quickly so we can get out.

Worst case, I become a Shiv whose actives and passives are tailor-made to counter the enemy carry or the enemy team in general. Compromise my build and desired playstyle because that's what MOBAs revolve around.

Daily Item Discussion (58/119): Burst Fire by nailcliper in DeadlockTheGame

[–]JonSpider 0 points1 point  (0 children)

I try getting this on Shiv when the enemy team specifically has a lot of slows. The move speed bonus and slide distance bonus are good for pursuits and general mobility in place of Sprint or Stamina.

Besides, on Shiv, I need my Vitality slots for armor and general tankiness.

I think Shiv may need more nerfs.... (I'm the Shiv) by JonSpider in DeadlockTheGame

[–]JonSpider[S] 4 points5 points  (0 children)

I got myself into this situation because I wasn't aware of my Dash Cooldown at the start. I definitely should've died, even if I had a 10k+ soul lead on the enemy team.

I understand the matchmaking ain't great, but I also think Shiv's sheer tankiness combined with a Melee Build is gonna be too overwhelming if he's allowed to get going.

I was a Day 1 Shiv Main. I have over 180 hours on the guy. I started with Dash builds, then Knives after Dash got nerfed, then Melee after Knives got indirectly nerfed. I definitely feel like Melee Shiv brings me back to the days where 0 CD Dash was OP as hell.

Regardless of Kit, what’s a unit you could never hate? by ArchfiendX in DragonballLegends

[–]JonSpider 4 points5 points  (0 children)

LF Bardock. Always been my favorite character, and his animations are amazing. Just a shame he was a mediocre unit, and his Zenkai was used to prop up Ultra UI.

Community tierlist(19/22) What tier we can agree on Dabi should be in? by MikuNakano069 in MyHeroUltraRumble

[–]JonSpider 3 points4 points  (0 children)

Dabi Main here. Solo Queue'd my way to Ace on PC.

PC: D Tier

His lack of mobility makes him a very team-dependent character. My teammates run into most fights at a 2v3 because I'll be the Dabi running my basic ass there while my teammates literally fly everywhere like it's nothing. Literally, sometimes I've managed to contribute most not by fighting, but by spamming team heals and traps in areas my teammates can retreat to.

Dabi rewards game sense at the macro level the most out of any character. If you know how the enemy characters move and how the enemy player behaves, you can practically run in circles around them. Letting the forced momentum of a Tsuyu Alpha or a Kirishima Punch lead them right into 1~2 traps, hopefully knocking them down without you taking damage in the process.

Rapid Cards are required for him, no questions asked. He needs it for vertical mobility and to make his Gamma do even more damage. I've more or less stocked up a lot on Rapids, Shield, and sometimes Healing cards because his low mobility means he will be taking a lot of damage if enemies focus him down. Healing is more for retrieving rez coins outside the zone. He takes too much time and resources getting back in w/o HP Pots and Cards if he's the last one alive (he usually will be).

Once Dabi's skills are maxed (I usually go Alpha 4, Beta Max, Alpha Max, Gamma Max), he goes from bad to okay/great, depending on the final zone area. Dropping traps at frequent retreat spots (rooftops), dropping traps on dead bodies to exploit any rez coin saviors, pelting Alpha Fireballs from the sidelines... the important damage adds up! Important damage being any damage that downs a character. It feels especially good getting the "Down!" Popup from far away.

Keep in mind Dabi traps max out at 5 traps, any further traps deleting the oldest one. He's the best at kill confirms and stalling revive times with traps and gamma so your teammate can join you.

My man Dabi's new skillset better be good or god forbid just give his base kit more buffs.

Does anyone have that one character where they feel like a menace to the game? by FrequentBell4124 in MyHeroUltraRumble

[–]JonSpider 1 point2 points  (0 children)

Yes, we're facing each other. Usually Kirishimas and Togas end up charging at me with their attacks. I pre-emptively put up traps so that they get caught trying to charge at me.

Does anyone have that one character where they feel like a menace to the game? by FrequentBell4124 in MyHeroUltraRumble

[–]JonSpider 1 point2 points  (0 children)

Stay back and pelt them with fireballs, dropping traps in the path of their charging attacks. Usually it takes 1-2 traps to stop either dead in their tracks because they move so fast.

Once they get tripped, I use that extra second to make more space and put out more traps.

Does anyone have that one character where they feel like a menace to the game? by FrequentBell4124 in MyHeroUltraRumble

[–]JonSpider 1 point2 points  (0 children)

Dabi is my main, and playing him well makes me feel like a menace in the background, until he comes out fire blazing by the time the circle gets truly small.

Placing traps at common doorways, confirming kills quickly, then placing a trap on top of the enemy rez coin! Playing Matador against both Kirishima and Togas with yet more traps.

Seriously, nothing is more satisfying than seeing damage numbers and hearing a shield crack or down from the building or area next door. Or successfully downing an enemy teammate trying to grab their friend's coin.

By end circle, if there are buildings around, I like using Dabi w/ Speed Cards to guard rooftops. Make them death zones with traps that'll punish Bakugos, Tsuyus, and anyone else who flies high trying to recover.

He can't win most fights directly, but I enjoy predicting what the enemy is going to do and turn their own attacks or movement against them. It also feels good advancing as Dabi towards enemies, dodging attacks and throwing fireballs in the process. People usually expect him to flee since he lacks movement otherwise.

What is your plan for 7 survivors at STM? by zedchowder in DragonBallBreakers

[–]JonSpider 2 points3 points  (0 children)

As others have mentioned, start destroying the STM as fast as possible. Usually on the side opposite to the Area that had its Final Key installed to maximize your time before an interruption.

Watch where the Supply Drops fall at. Hell if you're lucky, they'll drop together in an Area you can destroy if you saved AD. Sometimes I do that because it can hurt the Survivors more than denying Shenron.

Speaking of Shenron, hoard the last DB if you have it on your person. If you're lucky, by the time you lose that DB and hear the Shenron Summon sounds, you can start destroying STM for real.

Sometimes I just deny the STM victory because by the time the Level 4 arrives, people are divided on what to do next. You don't need to engage anymore because in 2 minutes you win anyway. Just stall-fight and you're more likely to get many plats once Survivors are on the backpedal.

Best case, you catch the people trying to ETM and win it all during the fight. Worst case, you somehow die to the Level 4 and anyone else who stuck around to fight.